Internal Nodes

The Natsura nodes you meet inside other nodes: the core growth nodes, and the steps inside Assembly Resource and Create Graft Mesh.

Many Natsura nodes are built from smaller Natsura nodes. You see them when you dive inside a node, and their names turn up in error messages. They aren't covered by the same stability promise as the main nodes, and their settings can change between releases.

For everyday work, use the main nodes in the Node Reference.

Core growth nodes

The growth nodes are built on a core layer: Core Grow, Core Split, Core Switch, Core Repeat Begin, Core Repeat End, Core Delay, Core Wrangle and Core Simulate. Each does one thing, and Grow, Split, Switch, Repeat, Delay, Wrangle and Simulate wrap them with the parameters, mapping and effectors you work with. Simulation explains how they fit together. Core Map Wrangle belongs to mapping rather than growth. Other core nodes turn up inside other nodes: Core Signal inside Signal, Core Fetch inside Core Grow, Split and Delay, and Core Decorate inside Simulate. None of the core nodes are in the Tab menu.

Inside Assembly Resource

Assembly Resource contains these steps. Import Assembly, Pivot Edit, Assembly Edit and Visualize Assemblies are also in the Tab menu, for a step-by-step setup.

  • Import Assembly brings source geometry into the assembly workflow.
  • Partition Assemblies splits the source geometry into parts.
  • Pivot Edit places pivots by hand when auto-rigging can't find them.
  • Build Assembly Rig does the auto-rigging, and packs the result with Assembly Pack.
  • Assembly Edit turns parts, or single joints in their rigs, after rigging.
  • Visualize Assemblies shows the assemblies moving when you play the timeline, as a check that the rig works.

Inside Create Graft Mesh

Create Graft Mesh wraps these.

  • Scan to Mesh remeshes the high-poly scan and flattens its ends (Mode and Flatten Ends on Create Graft Mesh, both on by default).
  • Scan Auto UV unwraps the scan by clustering it. The number of clusters is the setting most worth changing.
  • Scan Extend Profiles builds the profile meshes the tiling texture is baked from.
  • Scan Material assigns the material to the scanned mesh.
  • Pack Profiles packs the profiles for the growth to read.

Status

Scan to Mesh is marked deprecated in Houdini. Scan Auto UV, Scan Extend Profiles and Scan Material are marked experimental.